Dread of a Blood-Painted Sky (4e Paragon Path)

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[edit] Dread of a Blood-Painted Sky

The only thing more frightening than knowing you will die is to find out that you have been bidden to live forever in a nightmare.
—Belmez Hammond, demonic tsuku-master, quote from the book Cemetery Soloiquies.

Prerequisite: Tsuku-Master

Those who choose this path are lead down a dark, foreboding road. They are taught to control the most malicious and cruel of spirits, using fear as their guide. Hence, the title "Dread of a Blood-Painted Sky", literally those who common folk are warned to avoid at all cost, but especially when the sun has began setting. Not to say that all Dreads of a Blood-Painted Sky are solitary warriors, because most actually aren't, but a few of them are.

Those who have chosen this path are not always evil. No, some of them choose to use it entirely as a smoke and mirrors method, just to make themselves appear more alarming than they really are. But such should be warned: in some cases, the terror you can cause upon others can also become your own nightmare. Thus, years down the road, the fears they have caused catch back up to them, and they are literally walking in their own nightmares. That's why as a precaution, it is usually a good idea for DoaBps who follow a good, lawful good, or neutral deity to ask specifically in prayer for protection against the influence of dark forces, at least twice a day, but especially during sunset. For those DoaBps who follow evil deities or who cannot be influenced by fear effects, there are no such worries.

[edit] Dread of a Blood-Painted Sky Path Features

Nightmarish Paradigm (11th Level): You gain a +5 class bonus to your intimidate skill.
"I'm afraid it's too late for you to run!" (11th Level): Whenever you spend an action point to take an extra action, you may have the target marked by your tsuku-aura and up to one additional target within 5 squares of you become slowed until the end of your next turn.
Give in to the Fright (16th Level): The first time you become bloodied during an encounter, you may make an intimidate check as an immediate interrupt. All enemies within 2 squares of you who do not succeed against the intimidate check must begin their next turn by moving their full speed away from you if they can.


Nukekubi's Abound Dread of a Blood-Painted Sky Attack 11
You summon a number of floating, disembodied heads with glowing eyes that distract your enemies and put them under a necrotic spell.
Encounter Star.gif Divine, Implement, Necrotic, Charm
Standard Action Ranged 10
Target: One or two creatures within range
Attack: Charisma Vs. Will
Hit: 2d8 + Charisma modifier necrotic damage. If the target makes an opportunity attack before the end of your next turn, it takes necrotic damage equal to 2 + your Charisma modifier.
Oni-Obake: The damage taken by the target if it makes an opportunity attack is 4 + your Charisma modifier necrotic damage.

Noppera-Obake: Targets hit by the attack suffer a -2 penalty to their next saving throw.



Form of Sheer Ugliness Dread of a Blood-Painted Sky Utility 12
After having been hit by enough attacks, you begin to melt and bubble, transforming into something so grotesque and ugly that those marked by your tsuku-aura will have trouble getting a good attack on you, let alone any attacks at all.
Encounter Star.gif Divine, Charm, Fear
Immediate Interrupt Personal
Trigger: You become bloodied
Effect: You transform into a frightening, grotesque abomination until the end of your next turn. As long as you maintain this form, whenever a creature marked by your tsuku-aura attempts to make any attack against you, it must first roll a basic saving throw with a -1 penalty to it. If the creature does not succeed at making the save, then it cannot gain combat advantage over you or get critical hits against you until the start of its next turn. You may end your grotesque form as a free action.
Sustain Minor: The form persists.



Corpse from the Well Dread of a Blood-Painted Sky Attack 20
You conjure the form of a simple door or well, but crawling out of it is an absolutely horrid, nightmare inducing kyokotsu (the spirit of someone who was murdered and then thrown inside of a basement or a well). Credit for this power goes to both the legend of the kyokotsu in Japanese mythology and to the 2002 film The Ring.
Daily Star.gif Divine, Implement, Summoning
Standard Action Ranged 10
Effect: You summon the form of a door or a well in an unoccupied square up to 10 squares away. Climbing out of it is the form of a kyokotsu, which has defenses equal to all of your defenses minus 5, a speed of 5, and hit points equal to 15 + your bloodied value. Any enemy that starts its turn adjacent to the kyokotsu must make an immediate basic saving throw with a -2 penalty, or else it is immobilized in fear until the start of its next turn. The door or well disappears at the end of the turn you conjure it, but the kyokotsu does not. You can give the kyokotsu the following special commands.
Special: Minor Action: Melee 1; targets one creature; Charisma vs. Reflex; 1d12 + Charisma modifier necrotic and fear damage, and the target is grabbed. If the target does not successfully make the basic saving throw at the beginning of its turn, then it cannot escape the grab that turn. To escape the grab, the target must make a strength check of at least 10 + your half level + your Charisma modifier, or else it is unsuccessful.

Standard Action (Daily Attack): Close burst 2 around the kyokotsu; targets each creature in burst except you and up to 3 allies; your intimidate vs. each target's will; 4d4 + Charisma modifier fear damage, and the target is stunned until the end of your next turn; Miss: necrotic and fear damage equal to your Charisma modifier.




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